I posted this question a few days ago...
so im a bit lost, Im trying to make a generic wall, but then use these skills later on to make some normal looking buildings, but I want to move away from my previous experience of Sketchup users who say 'ohh just apply any old brick texture and thats fine', for example when I made that wall above, I didnt measure anything accurately so there were so odd gaps in certain places, this time I thought I'd measure the brick correctly so the placement would be correct. however Im still split between making a 512x tiled texture, or making a high poly for an entire wall and baking it and then knowing I can get corners with the right damaged/scratched look as well as dirt/grunge which has variation from top to bottom etc.
all advice is welcome cause Im sort of conused on this.
Replies
2. For anything boxy, I would custom weight the normals on the front, back, sides, etc, so there wouldn't be a any normal map gradients, helps with compression, comparability, artifacts, MIP maps, etc.
You have 3 good options, bake a tiling texture that can be reused for any wall, generate a brick texture in substance, or use an existing photo/premade texture.
What I'd personally suggest is modifying an existing substance to get the scale you want.
Substance Designer is not especially great for changing the scale of details. Once you re-scale something it's no more looking same realistic unless you spent a day tweaking and tweaking non-stop through the whole graph and in the end the real thing vs SD is still looking more real if put next to each other. SD is still good to ad a few extra variety on top of the scanned thing.
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Google, man!
You'll find the answers more quickly, and they'll be more thorough. Forums can be a lifesaver, but it is certainly the slowest way to get an answer.
Questions like : "what is x?" = google.
Questions like : "i've tried face weighting my normals but on export I have some strange results. What to do?" = forum
Face weighted normals
Face weighted normals (FWN) is a technique to improve shading for 3d models. Shading can be improved by adding bevels and altering the vertex normals to be perpendicular on the larger flat polygons. This forces the shading to be blended across the smaller bevel faces, rather than across the entire model.
Assume you are ignorant, not that everybody else is a fool.
Face weighted normals is an advanced topic, and you are a closer to a begiinner. Of course it will be hard to understand. But do more research. There's a lot more in depth knowledge written about the subject you can find, if it interest you. Learning takes time!
The point was, assume that you just don't know enough to understand the thing, not that it is written bad or wrong. Remember, the people who write these things are just like you will be 5-10 years from now. They don't get paid to put all the info out there, they do it just to help.
Could very well be that bad info is out there -- not saying there isn't. But when you don't know the difference, you've got to assume for awhile that there's jsut a lot you don't know that you'll need to learn piece by piece. It can be frustrating, but resist the urge to blame the learning content -- don't bite the hand which feeds you!
*** extra : mushashidans youtube is great. really easy to digest, straight to the point stuff. I tihnk I've watched most of their content, assuming I'm connecting the correct names.
Thanks for the kind words about the characters. Really glad to get some positive feedback from a fellow artist. A few test gamers have enjoyed them, but I haven't got any feedback from artist yet so that's nice. I do have tons of images of them, but they are still in development and will continue to grow and change. The game they are being developed for should be ready for some gameplay demo videos in another week or two (programmer isn't pleased with some ragdolls flying to the moon, haha), so just keep an eye on my thread in the 3d showcase (here) if you want to see more of them, and if you are curious about any of the processes I used to create them, feel free to ask there. It has been a major learning process for me so far, so I'm happy to share what I've learned, good or bad, along the way.
*EDIT* of course you would have to be a girl with a very deep voice for that to be true!